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Ken Perlin's homepage. As3delaunay. As3delaunay is an open-source ActionScript 3 library.

as3delaunay

In addition to the Voronoi diagram and the Delaunay triangulation, the library also provides the convex hull, minimum and maximum spanning trees, and several other related geometric entities. as3delaunay is based on Steven Fortune's C implementation of his sweepline algorithm. Here is a demonstration program exercising the library's capabilities (Flash required). This is release 1.0 of as3delaunay, September 28, 2009. Some Links as3delaunay in use MIT License Copyright (c) 2009 Alan Shaw Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

Polygon map generation, part 2. In the previous blog post I described creating polygon island maps.

Polygon map generation, part 2

Given random points, Voronoi diagrams with Lloyd relaxation produce a nice set of polygons. The polygons, their edges, and their corners can be represented as two related graphs. Given a random shape, those polygons can be marked as land, ocean, or lake. The Rumjacks Irish Pub Song Unplugged. Starting with Starling. ActionScript 1:1 with Doug Winnie. ActionScript 3.0 for Adobe Flash Professional CS5 Classroom in a Book - Adobe Creative Team.

Getting Started Introduction to ActionScript 3.0 1 Using Code Snippets and Navigating the Flash Timeline 2 Working with Events and Functions 3 Creating Animation with ActionScript 4 Creating ActionScript in External Files.

ActionScript 3.0 for Adobe Flash Professional CS5 Classroom in a Book - Adobe Creative Team

Freelance Flash Games. Getting started with Flash Platform game development. Revenue models for casual games vary dramatically.

Getting started with Flash Platform game development

Online games are usually free to play, but they often run on pages that feature banner advertising. Site owners earn money by driving traffic to third-party sites. Other games are free to play but incorporate product branding within the game. These advergames are basically one big ad, and use a technique analogous to product placement. Theatrical movie websites and toy websites often incorporate advergames as part of a promotional campaign. Another way makers of casual games earn money is through the freemium business model. The distribution and monetization strategy for your game is best defined during the brainstorming stage. Distribution Distribution defines your strategy to get your game in the hands of players.

Web-based users are able to play a game in the browser or download a standalone game from any available site. On many mobile platforms, the users must enter the walled garden of the devices' application marketplaces. Procedural City, Part 2: Building Textures. Technical Details I should have given these details in the initial post: The project is bound to Windows right now. Procedural City, Part 1: Introduction. Change of pace.

Procedural City, Part 1: Introduction

In the last week I’ve had an idea clawing at the back of my head, and it’s clear the thing isn’t going to leave me alone until I do something with it. Flash Game Design Basics: Adding Library Objects to Stage with AS3. This is the first series on As Gamer that will take you through the basics of ActionScript 3.0 Development of a Flash Game.

Flash Game Design Basics: Adding Library Objects to Stage with AS3

The goal is to give you a fundamental overview of using Flash CS3 or better to develop a game. If you are not a programmer follow along closely and I’ll try to make everything relatively simple. However, if understanding the reasoning behind conditional statements is not obvious, you may want to look into purchasing a programming book at your local bookstore. That said, this series will be very simple, but extremely effective at teaching you the principles behind the average flash game. Beat-em up fighting tutorial (updated) Making a Beat-Em-Up Fighting Game in Flash: Part One Let me start by saying that I am in no way an advanced game programmer, and some out there will chuckle heartily at the poor-mans code and techniques used in this tutorial. The only reason I felt inclined to make this tutorial then, was because after weeks of head-banging internet research, I uncovered little about how to code a simple walk-along beat-em-up, aka Streets of Rage, or Aliens vs Predator, not even in C, nor Visual Basic.

There are millions of tutorials that cover the fundamentals, but hardly anything useful for the newby wanting to make a decent fighting game with tight controls. Why make a game in Flash, I hear you ask? Well, frankly, I think Flash is a game programmers dream come true. Developer Connection. Features > Away3D. Away3D is an open source, real time 3D engine for the Flash Platform.

Features > Away3D

The project was started by Alexander Zadorozhny and Rob Bateman in 2007 and has been evolving non-stop ever since. Below is a list of some of the most important features of the Away3D engine. 100% Open Source The Away3D engine is open source under the Apache 2.0 license, and is free to use for any purpose, including commercial projects. Away3D is now managed by The Away Foundation, and supported by Adobe systems as an official API for the Flash Platform. A Massive Community.